NIR_PASS_V(c->s, nir_lower_tex, &tex_options);
if (c->fs_key && c->fs_key->light_twoside)
- NIR_PASS_V(c->s, nir_lower_two_sided_color);
+ NIR_PASS_V(c->s, nir_lower_two_sided_color, true);
if (c->vs_key && c->vs_key->clamp_color)
NIR_PASS_V(c->s, nir_lower_clamp_color_outputs);
if (s->info.stage == MESA_SHADER_VERTEX)
NIR_PASS_V(s, nir_lower_point_size, 1.0f, 0.0f);
- NIR_PASS_V(s, nir_lower_io, nir_var_all, type_size,
- (nir_lower_io_options)0);
+ NIR_PASS_V(s, nir_lower_io, nir_var_shader_in | nir_var_shader_out,
+ type_size, (nir_lower_io_options)0);
NIR_PASS_V(s, nir_lower_regs_to_ssa);
NIR_PASS_V(s, nir_normalize_cubemap_coords);